C C P Alliance

Hello everyone! We've got the final set of T1 Cruisers here for you all. The Combat Cruisers are designed as frontline warships with both solid damage and good staying power.

These ships got somewhat less dramatic changes than the others. The average EHP of the set is only 2% higher than the average EHP of the old Tier 3 cruisers. Their main advantages over the other t1 cruisers are in tanking and a more robust capacitor pool.

Novis Initiis

So I take it Gallente drone boats will never get away from split weapon systems?

CCP Fozzie wrote:

Why do we keep giving ships split weapon systems between drones and turrets? It's a very valid question, and one that we have been looking at for several ships. In the end the pure drone options we looked at for the Tristan never matched what we were looking for with this design. Drones on frigates is a bit tougher to balance than drones on larger ships, but we have plans to add some stronger drone focuses to ships going forward. I know that's not the answer some of you were hoping for with this ship, but this isn't the last drone ship we're unveiling for winter.

Chemically Unbalanced

I think the Moa could use another mid and one less low, so it is more viable for solo, or at least a 25 m3 dronebay! And how about give the Rupture 5 turrets instead of 4+2 launchers, make it a proper gunboat, or even let it keep its 6 high slots.

edit: actually I think it would be a good idea to give all a 25 m3 dronebay across the board, except the vexor, it should have a larger dronebay than 100 m3 so it can carry a full 75 m3 flight + a low flight + a med flight - 150 m3 in total.

The Sengoku Legacy

First off i like the maller changes much needed its funny its the only one without drones which is no bad thing though.Moa i'm loving the damage bonus its speed is a little low though for blasters point blank range though i mean bb has same speed that messed up.Also launchers on it still?Vexor poor little vexor stuck with ogres again their not much use against cruisers though and not much of a dronebay what happened to the 2:1 ratio?More split weapon systems disappointing it really should be using a full set of hammerheads for the majority of it's dps since they are medium drones and all this tells me that you know medium drones aren't good enough.so to make ogres work they will need more tracking so how about a hybrid/drone tracking bonus like tristan?Also structure and armour the same how odd.Ruptureso many drones again why?a lot of speed for a ship not really needing it the moa needs it more.extra mid makes it more likely to be shield tanked with vaga setup why we have stabber? make it a proper armour tanker with more dps so reverse mid for high makes more sense.

Also this 5% bonus to Medium Projectile Turret firing speed feel free to make it rate of fire

Tech 3's need to be multi-role ships not cruiser hulls with battleship tank and insane resists.

Doomheim

It all around looks good, but the Moa looks a little odd with even mid and low slots. It'd be hard to fit a proper brawling shield tank and tackle at the same time, and there are almost too many lows, even after putting on a nano and a couple of mag stabs.

Perkone

Caldari State

Why Moa have only 4 medium slots? As brawler he need tank and good tackle options, we put scrambler, web and MWD and only 1 medium slot left for tank. Better remove 1 hight slot and give additional 1 medium, trade for 1 low slot will be good too.

Slowest ship of this type, so a lot of low sots only can have at dealing damage. This ship have bonus for shield not for armor.

It all around looks good, but the Moa looks a little odd with even mid and low slots. It'd be hard to fit a proper brawling shield tank and tackle at the same time, and there are almost too many lows, even after putting on a nano and a couple of mag stabs.

3 mags 1 damage control seems good to me perhap remove a high for a mid since launchers are a waste of time and a spare high isn't very useful on it.

Tech 3's need to be multi-role ships not cruiser hulls with battleship tank and insane resists.

Lighting the blight

The other changes look nice too. I expect some Rupture fans to start crying about the -1H slot though. :)

I gladly trade the highslot, that was difficult to fit anyway, against the midslot and another 25 cpu

Harvey James wrote:

Beagle von Space wrote:

It all around looks good, but the Moa looks a little odd with even mid and low slots. It'd be hard to fit a proper brawling shield tank and tackle at the same time, and there are almost too many lows, even after putting on a nano and a couple of mag stabs.

3 mags 1 damage control seems good to me perhap remove a high for a mid since launchers are a waste of time and a spare high isn't very useful on it.

Utility highs are cool, it's about time we have them on something else than minmatar ships. I think the Moa might even have enough pg to fit a medium neut into that